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Orion

Orion

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  • The Huntress. The Cannibal is the only killer with an advantage at close range, and all the killers need to get close to each other to hit each other, with the exception of the Huntress. The Huntress is also the only one who is actually trained to hunt.

  • @The_Crusader said:

    @PiiFree said:

    @The_Crusader said:
    Because of the nature of the game.

    Something like call of duty is simple and fun. Both sides have guns, both run around trying to shoot each other.

    In DBD each sides have different roles, however due to the game design certain playstyles can be unfun for the other side.

    As survivor going on the hook and then having the killer stand in front of you so you cant get escape isn't very fun.

    Likewise as killer having survivors run in circles around structures where you cant hit them isnt very fun either.

    There arent many games like that where the design causes the gameplay to be unfun.

    But Dota and LoL can also be abusive. If your opponent realizes that you're bad, they will start to feed on you, merciless. It's normal, they want to win so they take advantage of your lack of skill. You're not going to blame the enemies "Stop farming me!" you're going to ask your teammates if they can help you.

    CS:GO is full of campers but you're not going to call them out as "######### campers", instead you adapt and learn how to deal with them to prevent yourself from getting killed by them over and over again. You're going to playing more carefully.

    In Battle Royales you're always expeting people to play in the scummiest way possible to ensure their #1. If they lack the aim skill to beat you, they're going to camp and if it works, they simply won by using a smart tactic. They avoided aim combat because they knew they'll lose it, so they forced me to get out of my comfort zone and this is how they won.

    In SC2 / AoE / any other strategy game, people use "cheap" rush tactics to beat you but if it works, that was a smart move. I'm not going to flame them for using that tactic, as it allowed them to win.

    I can't think of a game where people expect the opposite side to put their own victory at risk simply to provide a funny experience for the opposite side. Name me one.

    camping in a battle royale is different to camping in DBD.

    In PUBG holding a building is a defensive position. The opposing team has guns and has an equal chance of taking them out.

    As a survivor on the hook you can't do anything.

    A single survivor is not supposed to be able to do anything against the killer, since this is an asymmetrical game. The rest of them together, however, can do something.

  • @NoShinyPony said:

    @GraviteaUK said:

    @NoShinyPony said:

    @Navydivea said:
    It's SUPPOSED to favor the killer as it's the power roll. It doesn't, not even close.

    Nah, it should not favor killers, it should be balanced. That's all I'm asking for.

    @Master said:

    @Orion said:
    Killer queues are instantaneous whereas survivor queues are long and painful, which would indicate that there are too many survivors for not enough killers.

    @CrowFoxy said:
    nobody is playing killer right now due to the event and unbalance. Devs do not act on swf, killers slowly quit.

    I really hope that killers continue this trend after the event such taht the devs finally have to take action

    A couple weeks ago, lots of players still thought the matchmaking was buggy, now they realize that there aren't enough killers and that something has to change. That was the first step.

    That the devs increased event points for killers (whereas only slightly) is a sign that they are watching the situation. They will have to make more changes besides the event to solve the problem and I'm hopeful that they are going to do that. In the end, they tend to listen to the community, it often just takes quite long.

    They increased it by 1 which is laughable and will change nothing.

    You are correct, it's not a big difference and it is probably not going to change much for this event.

    However, the fact that the devs listened to the community and started to make changes instead of ignoring the players - that counts as well.

    If they increased it too much, it'd defeat the point of the event.

  • There's a very small (barely noticeable) increase in the probability of higher-quality items as well.

  • @EterniquE said:
    Yea I'm from Turkey and I could translate all the in-game stuff in like 1-2 days for them  I don't understand how hard this could be and why it's not been implemented yet. 

    Because none of the devs actually speak Turkish. They're Canadian; not Turkish (or even Asian, for that matter). It's easy for you to translate because you actually speak the language, but the vast majority of people outside of Turkey do not, in fact, speak Turkish.
    Also, keep in mind that any content that goes into the game is the devs' responsibility. That means that if someone offers to translate, but instead puts in inappropriate content (or just translates poorly), the devs are the ones who'll get the blame. Even if you and the other guys in this thread are sincere, the devs have no way of knowing that. It's an unnecessary risk they'd have to take.
    For the moment, if you want to help, you can start a Turkish wiki and put all the stuff you translate in there, for the benefit of all Turkish people.

  • Console ban system. It didn't generate nearly as many entertaining threads as I'd hoped, but it helped to purge the cancer a little bit.

  • See, I find that hard to believe. I know a guy who actually was banned unjustly, and even he knew why he'd been banned. You can send an email to BHVR if you're not lying, but they won't answer here.

  • So which exploit did you use?

  • @Dreamnomad said:

    @Orion said:

    @Dreamnomad said:
    This is one of those fallacies that killer mains like to propagate. Killers camp for a reason. It works. If camping and tunneling was naturally punished by survivors pushing objectives unchallenged then killers wouldn't do it. And yet, killers continue to camp and tunnel. That says something doesn't it?

    Yes. It says that survivors aren't pushing objectives unchallenged. Instead, they try to force unhooks.

    Unless we are talking about SWF then the survivors that were working on generators need to get off the generator and run half way across the map to verify whether the killer is camping or not. The survivor will need to spend a few seconds assessing whether they can safely get the unhook or not. Then the survivor will need to run halfway across the map again to get back on their generator.

    All that time spent on a failed rescue attempt isn't punishing the killer at all. Giving up one or two generators for a secured kill is well worth it to the killer anyway just because of how snowbally this game is. All of this is assuming the survivors are willing to give up on each other for the larger strategic objectives. This is also depending on the hooked survivor not just suiciding on hook because they aren't having fun.

    So again, I assert that killers camp for a reason. Because it works. The fairy tale that survivors can effectively punish a camping killer by pushing objectives is just that. A fairy tale. Even if the survivors are on board with that strategy, best case scenario the killer still kills two survivors and everyone gets horrible bloodpoints for the game.

    Camping takes two minutes to kill someone, not including the time spent on the chase, which can take up to 3 generators. If two more generators pop at that point, the killer gets one kill (if that, since there's always BT). If more than one survivor dies to camping, it's because they fed the camper. It's that simple.

    Survivors suiciding on the hook is not relevant because it's still feeding.

    Survivors are the ones who make camping worthwhile. They've always done so, hence the epidemic. Killers should not be punished for the survivors' bad decisions.

    Lastly, if the killer gets two kills, then by the devs' definition, it's a balanced strategy.

  • @ASurvkillivorer said:
    What are the odds this would happen after I made this topic. I am going to have to quit playing this game because this is getting out of hand. Just having this game being the main one you play leads me to regular toxic situations nothing like today though.

    Just played a match against a team that was really agressive at unhooks. One of those teams that acts like you're being a jerk if you don't ignore the fact someone went for a hook INSTANTLY.

    2 of them message me my location. Then I get DDosed. I have NEVER been ddos before. EVER. Now I am worried about getting swatted or something.

    What can I do about this? One of them actually seems to have their real name in their profile.

    If the abuse happens outside the game, then you need to report them to the people responsible for that platform (Microsoft, Sony, Twitch, Twitter, whatever).

  • @Dreamnomad said:
    This is one of those fallacies that killer mains like to propagate. Killers camp for a reason. It works. If camping and tunneling was naturally punished by survivors pushing objectives unchallenged then killers wouldn't do it. And yet, killers continue to camp and tunnel. That says something doesn't it?

    Yes. It says that survivors aren't pushing objectives unchallenged. Instead, they try to force unhooks.

  • @Gemasuda said:
    Amazing how so many people hate Ochido, but behave like him in game.  He only acts as toxic as many do who come here to berate him.  Hypocrisy at its finest!

    Many of the people who are toxic in-game act that way because they saw it do it and believed it to be the norm. You have it to thank for the majority of the toxicity in the game.

  • @ColonGlock is right, though. I forgot to mention, but they've told us not to report for DCing.

  • Mathieu wields the most powerful weapon of all: the banhammer. That's why the other guy lost some time ago.

  • You have to actually report, yes. Otherwise the mods would be reviewing literally millions of rounds.
    DCing has an automated system in place, however.

  • @White_Owl said:
    If Self Care worked this way there would be no reason to use it instead of a medkit or Pharmacy, imo. Personally I think the perk is fine as it is, if anything, I would change the healing speed to 45% so it would be less efficient than to be healed by someone else.

    That would depend on how long they can stay alive. Sure, for bad players, this perk would be useless. They'd die before they could use it. For good players, on the other hand...

  • @tt_ivi_99 said:
    SWF strenght doesnt come from the voice chat, yes that provides an advantage but it's not their main strenght.

    SWF is so powerful because every survivor inside that group knows how to loop, hide, hit great skill checks and knows every single trick in the game. In other words: SWF are powerful because they have a good rank system.

    Meanwhile we have solo players playing with people who dont belong to rank 1 but belong to rank 8-9. Even if solos had good comunication they would still suck. I cant count the amount of times I've died on my first hook even when having the perk "Kindred".

    The only way to balance this game is by fixing rank system and then buff all killers to Billy Tier.

    Now you're just moving the goalpost. Your counter was that this would screw over solos because they wouldn't know where their teammates were, so they couldn't be healed, whereas SWF always know where their teammates are. This is a fair criticism, which I addressed by pointing out that the devs are going to make solos have roughly the same information as SWF, so this would be a non-issue.
    Now you're completely ignoring that and saying that the issue with SWF is that the players know how to play the game in a way that many people consider skilled. How would that have any bearing here?

  • @AntiJelly said:

    @Orion said:

    @AntiJelly said:

    @Orion said:

    @AntiJelly said:
    What if for Thanataphobia:
    Each time you injure someone you get a stack, up to 4.
    Once the stacks reach 4, all survivors suffer a 25% progression penalty for 30 seconds, and all the tokens are consumed.

    Only if you want to make the perk worse. All Thanatophobia needs is to take dead survivors into account. No more, no less. It makes no sense that the fear of death (thanatophobia) isn't triggered by people literally dying.

    I still don't think it hardly matters. Even at max, Thanat only adds like 2 seconds to a generator.

    14, actually. It only adds 3 seconds to healing, though.

    Oh. Well. Never mind then, I guess thanataphobia is okay, but personally it doesn't fit with my playstyle. I just hate using it.

    Don't get me wrong, it's trash, but it's not completely worthless.

  • @not_Queen said:

    @Orion said:

    Not enough! Orion demands compensation in the form of 1 kilogram of milk and/or white chocolate! That, or shirtless Shape.

    No milk. :|

    I meant milk chocolate or white chocolate. :p

  • @tt_ivi_99 said:
    Call It as you want but you cant deny that the perk itself would be trash with these changes. 

    SWF wouldnt be affected at all, trust me I know cuz whenever I play SWF I always know where my teammates are, I can just go there and get healed. This is not the case with solos for obvious reasons.

    Solos suffer from the broken rank system enough, there is no need to punish them even more.

    Solos are being buffed to the same level as SWF, in terms of information. Once that happened, this would not affect solos. With these changes, the perk would only be usable when there's an actual need for it to be usable, which is when there are few (or no) people to heal you.

  • @AntiJelly said:

    @Orion said:

    @AntiJelly said:
    What if for Thanataphobia:
    Each time you injure someone you get a stack, up to 4.
    Once the stacks reach 4, all survivors suffer a 25% progression penalty for 30 seconds, and all the tokens are consumed.

    Only if you want to make the perk worse. All Thanatophobia needs is to take dead survivors into account. No more, no less. It makes no sense that the fear of death (thanatophobia) isn't triggered by people literally dying.

    I still don't think it hardly matters. Even at max, Thanat only adds like 2 seconds to a generator.

    14, actually. It only adds 3 seconds to healing, though.

  • @AntiJelly said:
    What if for Thanataphobia:
    Each time you injure someone you get a stack, up to 4.
    Once the stacks reach 4, all survivors suffer a 25% progression penalty for 30 seconds, and all the tokens are consumed.

    Only if you want to make the perk worse. All Thanatophobia needs is to take dead survivors into account. No more, no less. It makes no sense that the fear of death (thanatophobia) isn't triggered by people literally dying.

  • @tt_ivi_99 said:
    I dont think self-care need any buff/nerf, the perk is perfect as It this.

    With these change solo survivors wouldnt stand a chance.

    This is a rework, it's neither a buff nor a nerf. Also, how would this affect solos? If anything, it affects SWF, who'd have to let each other die to make use of SC.

  • @tehshadowman33 said:

    @Orion said:

    @tehshadowman33 said:
    Based on sloppy butcher + 25% healing speed = 51.5 repeating second duration to heal
    Dear god. I wonder how high we could get that even further.....
    Dying light wouldn't matter, b/c the penalties would cancel each other out.
    But assuming you're playing Freddy w/ action speed slow-down.... And no failed skill checks... With Caulurophobia... That'd be.... I have no idea how to calculate that.

    Say what? I did the math, it's 80 seconds if you're healing at 25% speed. Also, you could change this like Heroes of the Storm and make it so only the highest buff or the lowest debuff applies in any given situation.

    80 seconds = 25% self-care + Max penalty nightmare action penalty 75% + 50% colourophobia penalty + 20% sloppy butcher penalty

    That doesn't sound right.

    16/(0.25*0.80) = 16/0.2 = 80
    0.25 healing speed from my Self-Care rework and 0.8 from Mangled (100% - 20% debuff).

  • @Master said:

    @Orion said:

    @ToxicFengM1n said:

    @Bravo0413 said:
    Yeah Sony just doesn't like the idea for whatever reason....

    I don't know why, they are literally the same console, but different creators, pure greed kills communities

    Their thinking is that people will buy their console and then get all their friends to buy it as well. This probably stems from Japanese culture's emphasis on homogeneity. In reality, people - at least in the foreign market - will simply buy the console that offers more options.

    With that logic, there would be no consoles, only PCs :smile:

    Console gaming is more common in Japan, compared to PC.

  • @ToxicFengM1n said:

    @Orion said:

    @ToxicFengM1n said:

    @Bravo0413 said:
    Yeah Sony just doesn't like the idea for whatever reason....

    I don't know why, they are literally the same console, but different creators, pure greed kills communities

    Their thinking is that people will buy their console and then get all their friends to buy it as well. This probably stems from Japanese culture's emphasis on homogeneity. In reality, people - at least in the foreign market - will simply buy the console that offers more options.

    Oh, but that is still strange, it would be easily simple just to allow people to play with their friends that play ps4 or xbox one, the only differences are that one side has backwards compatibility and the other does not

    I won't pretend to understand the logic behind it, it's just my best guess to justify their thinking.

  • @Paiz said:

    @Orion said:
    1. Overpowered: make it skip an entire hooking phase, but stop progression if the killer is in the basement (or directly above it) and not engaged in a chase. Basement would become dangerous, but the killer would have to leave it to take full advantage of the perk.

    Doesn't sound that overpowered, I feel like the killer would just guard from outside though.

    Then the killer would be plainly visible (and audible!) before survivors even approached the basement. Also, keep in mind the killer would still be doing nothing for a full minute.

  • @tehshadowman33 said:
    Based on sloppy butcher + 25% healing speed = 51.5 repeating second duration to heal
    Dear god. I wonder how high we could get that even further.....
    Dying light wouldn't matter, b/c the penalties would cancel each other out.
    But assuming you're playing Freddy w/ action speed slow-down.... And no failed skill checks... With Caulurophobia... That'd be.... I have no idea how to calculate that.

    Say what? I did the math, it's 80 seconds if you're healing at 25% speed. Also, you could change this like Heroes of the Storm and make it so only the highest buff or the lowest debuff applies in any given situation.

  • Monstrous Shrine. As for how, there are a few options...
    1. Overpowered: make it skip an entire hooking phase, but stop progression if the killer is in the basement (or directly above it) and not engaged in a chase. Basement would become dangerous, but the killer would have to leave it to take full advantage of the perk.
    2. Less overpowered: just buff the numbers and/or make it apply to all hooks everywhere.

  • @ToxicFengM1n said:

    @Bravo0413 said:
    Yeah Sony just doesn't like the idea for whatever reason....

    I don't know why, they are literally the same console, but different creators, pure greed kills communities

    Their thinking is that people will buy their console and then get all their friends to buy it as well. This probably stems from Japanese culture's emphasis on homogeneity. In reality, people - at least in the foreign market - will simply buy the console that offers more options.

  • @HavelmomDaS1 said:
    Erase "big" and we are good.
    Precision? Learn to aim, any shooter requires more precision than DbD.
    Sensitivity? An issue that the devs could fix with 1 line of coding (but somehow still refuse to change it).

    I would, but then the statement would be less accurate.
    Controllers are bad for aiming. Even with aim assist, top console FPS players were being demolished by average PC FPS players. Look it up.
    Sensitivity is not that easy to fix. Sensitivity essentially means that a movement of X mm in the device will result in a movement of Y pixels on your screen. However, whereas a joystick's movement is restricted by the physical device, a mouse can potentially move as much as your desk allows. Furthermore, due to the physical limitations of the human body, a joystick requires more movement on your behalf before it registers a difference in the stick's position. Mice don't have this problem because they're heavy, so the normal muscle spasms in your hand are less significant.
    So, if you increase sensitivity on a joystick too much or too little, a single touch and you're spinning the camera around at the speed of sound or not at all. If you do it on a mouse, you can still make short, precise movements, or long (and equally precise) movements.

    Joysticks are simply not as good as mice when it comes to aiming precision. That's the truth, supported by experience.

  • @HavelmomDaS1 said:
    You act if this is dark souls where the difference between controller and m+kb is insane.
    There is an advantage yes, but it's very low in DbD compared to other games. Other games are doing that aswell and the control mechanics are way more complex than in dbd.

    Furthermore, m+kb support is already announced for xbox and there are already verified hardware to use it, it's just a matter of time till Sony will do the same.

    Also, every game with crossplay ability has the option for the individual to decide if he wants to use this feature, same would be with DbD.

    No, I just said it's unlikely (my opinion) because keyboard and mouse provide a big advantage (a fact). The advantage inherent to keyboard and mouse has little to do with the complexity of the controls, but rather precision and sensitivity.

  • @not_Queen said:
    We are listening, there are a lot of details involved when it comes to game development and we can't talk / communicate until we have a clear plan.

    Here are the steps we are taking / took to react to the Community feedback on the event.

    1. Fix the launch issue - No event progression (2h)
    2. Sent a hotfix for crashes and the false vessel progression for survivors (Next day PC / Friday on PS4 / Monday on XBOX) Console updates take a bit more time because they need to be approved.
    3. While 1-2 were going on we were also busy getting feedback from the Community on the Event itself.
      We came up with 4 main points: Not enough progression from the killer side / Not enough offerings in the Bloodweb / Longer matchmaking on survivor side / Not enough Bloodpoint generation from the offerings.
    4. Once the 1-2 issues were fixed, we analyzed data on matchmaking to try and isolate the problem causing the extended survivor queues and rule out a bug.
    5. Then, we needed to chose to push a hotfix and decide what we could include in the hotfix that can match the Community feedback. We chose to change the Killer event progression as well as the Offering spawn rate. (for more details: https://forum.deadbydaylight.com/en/discussion/45458/moonrise-event-balance-hotfix#latest)
    6. Today, we are pushing the first balance change to the killer event progression and we hope it will improve the killer's event experience and improve the survivor matchmaking. This update is to the backend so players won't have to download anything.
    7. We are planning the hotfix this week to adjust the spawning rate of event offerings as well as correct the text to match our balance backend changes.

    Hope this helps :)

    The rest are bugs and other issues that have been reported to QA.

    Not enough! Orion demands compensation in the form of 1 kilogram of milk and/or white chocolate! That, or shirtless Shape.

  • It's unlikely. Keyboard and mouse provide too much of an advantage.

  • @Ihatelife said:

    @Orion said:

    @Ihatelife said:

    @Orion said:

    @Ihatelife said:
    So you just wanna make this perk more useless than before? People already doesn't heal themselves and just gen rush the killer.

    Self-Care has been the most used perk on either side since release. Why are you pretending otherwise? Note that when you're the last survivor, Self-Care would become more powerful than it is now.

    In most of the game I've played survivors don't really give a thing about the injure state, the would rather go repairing a gen. Self care is for the killer a waste of time for the surivors, so he can actually make more things during the match.

    Are you playing the Legion? Because if so, that actually makes sense. The Legion's power doesn't differentiate between healthy and injured.

    Sometimes, but I still main the hag.Whenever I play solo survivor or the killer I notice that the survivors starts to treat the healing like a totems (optional objectives) gen rush is already a thing, lets don't make it even worse.

    I'm sorry, but I just don't believe your trials are representative of the whole. There's a reason Self-Care is the most used perk ever, and it's not because survivors never use it.

  • @Ihatelife said:

    @Orion said:

    @Ihatelife said:
    So you just wanna make this perk more useless than before? People already doesn't heal themselves and just gen rush the killer.

    Self-Care has been the most used perk on either side since release. Why are you pretending otherwise? Note that when you're the last survivor, Self-Care would become more powerful than it is now.

    In most of the game I've played survivors don't really give a thing about the injure state, the would rather go repairing a gen. Self care is for the killer a waste of time for the surivors, so he can actually make more things during the match.

    Are you playing the Legion? Because if so, that actually makes sense. The Legion's power doesn't differentiate between healthy and injured.

  • @Ihatelife said:
    So you just wanna make this perk more useless than before? People already doesn't heal themselves and just gen rush the killer.

    Self-Care has been the most used perk on either side since release. Why are you pretending otherwise? Note that when you're the last survivor, Self-Care would become more powerful than it is now.

  • @BACKSTABBER said:

    @twistedmonkey said:

    Doesn't matter as it's against the rules to state how to do any bug or exploit and for good reason.

    telling about the bug is to have it fixed, right?

    This is not a bug report, this is a post advertising a bug. Bug reports go in a different forum and are worded differently.

  • @George_Soros said:
    The Clown would love it for sure. Don't know if many of you know it, but a single bottle throw is considered an "offensive action", taking a token away. He's the one killer on whom PWYF is the most useless by far.

    All powers are considered "offensive actions", for whatever reason. It used to be that only actually offensive actions were considered as such.

  • @AntiJelly said:

    @Orion said:
    I think making the tokens tier-based, as opposed to the movement speed buff, is a bad idea. Other than that, sounds good, in theory.

    I think it would allow a little more freedom in the play style by only removing tokens if you put someone in the dying state. You could remain in the chase and go for the down with the extra 5% movement speed, or tag people and get the 15% total.

    EDIT: Also yeah, I was a little iffy on what should've been the tier

    I'm not sure if you understood me. I was speaking of the perk's tier. By making it so PWYF I can only give one token would make that tier useless. The same thing happened with other perks, like NOED.

  • @Ihatelife said:
    But this have nothing to do with the obsession...

    Well, yeah, the idea is to make the perk useful.

  • @Adonisadon234 said:
    i'm a bloody killer main, and even i don't agree with this

    Obvious bait thread is obvious. The only people who don't seem to get it are either oblivious or pretending that all killers are like this to push their own agenda of ignoring all killer complaints.

  • I think making the tokens tier-based, as opposed to the movement speed buff, is a bad idea. Other than that, sounds good, in theory.

  • @PiiFree said:

    @Funbag5 said:
    You must not play any FPS's

    @Eninya said:
    Is this your only online game or something? This game's community isn't even in the same plane of existence as League of Legends, or anything by Blizzard.

    League is NOWHERE near as toxic. Not even close. Neither is CS:GO or Dota 2 and similar.

    Listen, there is a basic level of toxicity in every online multiplayer game. Mostly it's just the typical "you stupid noob, learn to play!".

    Maybe we should differentiate toxicity by quantity and "quality"? Yes, in CS:GO toxicity happens frequently but the level of toxicity is rather low. As I said; stupid idiot, noob, l2p ect. is mainly what it is about.

    Dead By Daylight has a whole new level of toxicity. Deathwishes, wishing someones kids / wife to get cancer, getting raped to death ect? That's just sick. And that happens AT LEAST once a week. They leave insulting comments on steam profiles and whatever other social media account is connected to it.

    A friend used a steam profile pic she also used on facebook and that's how people found her accont, then started to insult her real friends via facebook because she happened to kill them. It's a true story and that level of toxicity is a DbD-exclusive. I'm playing online games since CS 1.6 and not once has anyone gone outside of the specific game to make someones life miserable because of a single match.

    In most communities, toxicity happens within a match and that's it, you'll never see them again. Not in DbD.

    And that is what online bullying is about. Despite what people may think, it's not as easy as turning off a game or whatever; it follows you around everywhere you go.

  • @ToxicFengM1n said:

    @Orion said:

    @ToxicFengM1n said:

    @Orion said:
    Killers have to win a chase to trigger BBQ. Survivors have to lose a chase to trigger DS. Seems balanced to me.

    It does, survivor has to fail while killer wins, seems balanced

    I was being sarcastic, it's not balanced in the least.
    Killer wins and is rewarded by the activation of a perk. Survivor loses and is rewarded by the activation of what is arguably an even stronger perk.

    I was aswell, I am starting too see the power of ds sense in the higher ranks everybody [BAD WORD] uses it

    The entire stale meta is too powerful, that's why perks like Self-Care are the most used on either side, and have been since their release. The devs need to get rid of these self-sustaining and second-chance perks.

  • @ToxicFengM1n said:

    @Orion said:
    Killers have to win a chase to trigger BBQ. Survivors have to lose a chase to trigger DS. Seems balanced to me.

    It does, survivor has to fail while killer wins, seems balanced

    I was being sarcastic, it's not balanced in the least.
    Killer wins and is rewarded by the activation of a perk. Survivor loses and is rewarded by the activation of what is arguably an even stronger perk.

  • Killers have to win a chase to trigger BBQ. Survivors have to lose a chase to trigger DS. Seems balanced to me.

  • Killer queues are instantaneous whereas survivor queues are long and painful, which would indicate that there are too many survivors for not enough killers.

  • The reason why your queues are long is because very few people play killer now. Each killer that stops playing is another 4 survivors who can't get a lobby. Your attitude makes you part of the problem.

  • @Dreadnight said:

    • To fix camping, I would put an 8m aura around the hook that paused the progress of the entity while the killer is inside.
    • Tunneling i think is not a real problem if the survivor have a chance to escape. I would have "Hope" perk works also for 1 min when you release a hook.
    1. Already tried and abused by survivors.
    2. You don't deserve a reward for failure.
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